This is just an inquiry I have.
How many UV channels can be stored in an .MDL in Source engine?
Regardless of that answer, how do I use 2 UV channels in Source?
Is it automatic based on my settings in Max when I export?
Do I have to specify anything in the QC file when compiling SMD?
Do I have to specify anything in the VMT file for the VTF textures? (Thinking this most likely is where I would have to do anything)
In case you're wondering why. I'm using lighting from 3D Studio Max mental ray, to generate light-maps for the MDLs in my scene.
This creates both high quality direct shading, as well as G.I.; indirect shading, and color bleeding.
For shading of dynamic MDLs (NPCs, vehicles, players) that may interact with any of the lightmapped MDLs... I will be relying on Env_projectedtexture.
Unfortunately, the UVs made for the lightmaps, will not work well with surfaces where it is ideal to tile instead of have a packed texture map for.
Some surfaces can reuse the same UV coordinates for both lightmap and diffuse detail, but others it is more ideal for tiling to be used with the diffuse detail.
The tiling can not be done in VMT, because the UVs for the lightmap are minor-stretched, rotated, flipped, and separated to get the most out of the resolution.
I need to have 2 UV channels thus for this to work out with the best quality.